January 20, 2013

Dungeon World: Expedition to Castle Ravenloft, Part 1

6 comments
Strahd is an iconic Dungeons & Dragons villain, that is a member of an iconic monster (vampire), and part of one of the more iconic campaign settings.

Despite most of my Ravenloft knowledge coming from the Swords & Sorcery 3rd Edition revamp, I bought Expedition to Castle Ravenloft as soon as it came out, as I heard that it would have notes to drop Castle Ravenloft in Forgotten Realms, Eberron, or even a d20 Modern campaign.

I never got a chance to try to run it until about two years ago, as a slapdash 4th Edition conversion. This resulted in a single four hour long pair of zombie-strewn encounters, in which zombie-bits were strewn about.  Though we did not pick it up again, I still kept the book--among a handful of other choice 3rd Edition materials--which was good because recently I decided to give it another shot.

Using Dungeon World.

Given that my last, probably most successful campaign, involved just a hint of planning along with a heaping pile of  me making things up as I went along, the way Dungeon World plays seemed like a good fit. Thankfully I had kept up on reading it, as I had always hoped to run the mini campaign at some point, so I had the plot and most of the encounters outside the castle--which, to be fair, is a big place--fairly well committed.

After about an hour of working out bonds and backstory, I started the adventure with the party--Hawke (human fighter), Luther (human paladin), Zelikman (human wizard), Vincent (human thief), Lakra (halfling cleric), and Haepha (halfling barbarian, hooray for playtest docs)--riding towards Barovia. I decided to be nice and give them a wagon and pair of horses for free, partly to speed up travel time, partly because a lot of them were in it for the money and it would make it easier to clean the castle out (again, it is a big place).

They rode through the gates, which slammed closed as they passed. After about fifty or so feet of muddy track flanked by imposing, werewolf haunted wilderness they beheld the rolling hills of Barovia. Well, they would have were it not for the oppressive mist. What they could see, far in the distance, were some flickering lights that they correctly pegged for a village. With no other direction they headed towards it.

They arrived without any incident, and quickly noticed that there was not only no one around to greet, ominously warn, or chase them away, but they also could not hear anything. Haepha went to the nearest house and started pounding on the door, because nothing breaks the ice more than a group of heavily armed and armored mercenaries banging on your door in the middle of the night (especially when vampires, werewolves, and other creatures of the night are a thing).

Luther sensed a powerful concentration of evil in the north-western area of the village, which combined with plenty of lesser evil presences skulking about the village overwhelmed him, causing him to vomit. With everyone's attention turned to him, only Vincent and Lakra noticed the door opening. Lakra pulled Haepha out of arms-reach of the arm reaching for her, followed by the rest of a rotting female corpse. Vincent tried to stick her with a dagger, but missed, losing it somewhere inside the house.

Luther recovered and engaged the zombie, running it through with his sword. This did not seem to inconvenience it much, though to be fair its teeth fared equally well against scale armor, too. While Hawke and Haepha tried to assist, another zombie appeared--a little girl, this time--and bit Haepha from behind. Hawke tore the larger zombie off of Luther with his...spiked...chain? Really, a whip? Well, this slipped into Castlevania territory faster than I would have guessed.

Anyway, he was able to use it to yank the zombie off of Luther, giving everyone a chance to hack it to pieces. Even though Zelikman lacked offensive spells of any kind, Josh put himself to use using his quarterstaff to keep them at bay. Haepha, not afraid to fight someone her own size, reached behind her and lobbed the zombie-child over her shoulder. It collided with Luther, impaling itself on his sword and knocking him over. It seemed to take awhile, but eventually the combined efforts of six armed adults were able to put it down for good.

Zelikman investigated the remains, but was only able to ascertain that the culprit was in fact not conventional necromancy. Vincent, on the other hand, got a better payoff when he investigated the house and found both his dagger and some 30-odd coins for his efforts. Haepha decided to scout ahead a bit, but after hearing the sounds of both scratching from behind a door and something slurping and crunching bones in the mists ahead, quickly made her way back to the rest of the party.

Wanting to catch a live specimen for study, Zelikman proposed cracking open another house and tying one up. Luther was opposed to this, because paladin, but eventually settled on the possibility that studying them might help prevent it in the future and/or make it easier to stop. In an act that would make a blonde, scantily clad horror cliche decry as foolhardy, Vincent decided to creep around the house, alone, to find a back door.

He did find a back door, but it was ripped off its hinges. Literally. The hinges were still attached to the house. The realization that this might not have been a good idea finally dawning on him, he started to make his way back, when something got his back. He managed to crawl away, losing his armor and half of his shirt  in the process.

Despite his cries for help everyone just kind of waited for him to make it back, expecting him to come barreling out of the mist, followed by a single creature. However, what came out was not some spry, snarling monster with rending claws, but a large...what do you call a group of zombies? A pack? A shamble? Anyway, there were ten or so of them. The fact that Vincent was only three-quarters clothed might have been funny if it were not for that.

Since Jeannie is pretty new to this whole thing I tipped her off that her character can Turn Undead, so Lakra help up her symbol and invoked the name of her god, which radiated a holy light that kept the zombies at bay. Everyone huddled close, and after a very lengthy argument on what to do next, Zelikman took the initiative, running towards their wagon that had been left some 20-feet away. He cast Cause Fear on the horses, which in retrospect should not have been necessary, because zombies.

The horses bolted towards the zombies, which was good because over a ton and a half of horse and wagon is pretty ideal for turning zombies into hamburger. What was bad was that that combination is also pretty ideal for turning humans and halflings into hamburger, especially when they are both in the way and huddled close together (though on the plus side live people make for fresher meat-stuffs).

Everyone dived out of the way and tried to grab onto the wagon. On the bright side, not only did almost everyone make it into the wagon but most of the zombies were also crushed. On the downside the horses could not be stopped (because, zombies and Cause Fear), and the two abandoned characters were the healer and one of the heavy-hitters. On the other downside, the mist reduced visibility by a considerable amount and the wagon crashed into a barricade. On the other other downside, the barricade was used by the surviving townsfolk to keep the zombies out of the town square.

The characters picked themselves up, some a little worse for wear, some cushioned by others, and took stock of the situation: about six decidedly not-zombified villagers were standing about in various degrees of shock and confusion, armed with makeshift polearms. Lanterns hung from various buildings, providing some much-needed light. Oh, and zombies were dragging themselves over the recently demolished barricade.

Luther and Vincent tried to convince the villagers to help. Half stayed, but the rest called them fools, proclaimed their imminent demise, and ran into a large building. The door slam was followed by the unmistakable sound of the door being barred, which was then followed by whatever sound furniture makes as it is being stacked against a barred door. Probably heavy dragging and lots of thuds.

Vincent and Hawke went about shoving their wagon into the breach, forcing some of the zombies back and effectively sealing it for the moment. They followed up respectively with thrown daggers and spiked chain, while Luther scanned the area for his sword. He found it, but it was behind a zombie that was shambling towards him. A quick shield bash sent the zombie sprawling, allowing him easily pick up his sword, properly join the fray, and destroy them.

Zelikman managed to escape the town square before the breach was sealed, easily slipping past the zombies in search of Lakra and Haepha, who were following what they hoped was the same direction that the wagon went. They heard something running towards them, and after Haepha asked who it was got an answer in the form of a ghoul leaping out of the mists at her. It knocked her to the ground, but she was able to easily kick it off, back out of sight. A quick, brief scrabbling of claws on stone was followed by silence.

Shortly after they saw light approaching: Zelikman. He told them what had happened, and as they turned about to head towards the town square were confronted by a skeleton with a sac of grotesque organs suspended in its rib cage. A cord of tooth-capped intestine snapped at Haepha. She grabbed it, but dropped her sword. Zelikman tried to hack at it with her sword, but could barely lift it. He tried to toss it to her, but she failed to grab it, smacking Lakra in the head.

Lakra quickly recovered and smashed one of its legs with her hammer. In a frenzy, it bit into Haepha. She braced her legs against its ribs and pulled, shredding the organs against ribs and teeth and destroying the monster...aaand that is where we stopped: split party in a mist-shrouded, undead-infested village.

After-Session Commentary
Even after running a few sessions on the side I feel like I do not have a good grasp of how things work in Dungeon World, especially when it comes to those "no" and "yes, but" results in combat. There were plenty of times where they rolled a six or less, and I was not sure how to proceed. Even 7-9 results were tricky, especially when there were only two zombies about. I guess I could have added more, but I did not want to bog the game down with a never-ending zombie grind.

A few of the players were new to the scene, and the idea that I could just hurt them or do other nasty things without "needing" to roll was completely alien to them. Oh, you missed? Zombie bite. You threw the zombie and rolled a 7-9? You get it off your back, but knock someone else over in the process. These things kind of tripped me up, because I was not sure if I was "supposed" to allow a Defy Danger, or what. I think a big book of moves and responses would be great.

Eh, I prefer to learn by doing anyway, so we will see how it goes next week.

6 Responses so far.

  1. Ryan Aech says:

    There is a fantastic PDF called the "Dungeon World Beginners Guide." It has advice and examples to explain in detail the parts of DW you're having trouble with. It's exactly what you want.

  2. Funny. Just today, prepearing to go to work I was looking at my cope of Expedition to Castle Ravenloft and thinking about running it using DW.
    Great post.

  3. @Ryan: I read that book before I finished reading Dungeon World. I agree that it is extremely helpful (to the point that it should be folded into the core rules), and that I should print it out in order to make it more immediately available.

    Still, with the issues I commonly see people having (fronts being another), I think a lot of people would benefit from more examples.

    @Pavel: I had been waffling about it for awhile, and I think that with how a lot of things are uncertain until the fortune telling scene that it is a great fit. I will probably convert it to D&D Next at some point as a kind of "red box" starter adventure.

  4. Anonymous says:

    I LOVE reading your session posts! Keep up the good work!

  5. @Anon: Thanks! I try to make them as fun a read as I can. Expect another one this weekend.

  6. @David: I had my first DW session as GM last weekend in preparation for the convention game I'll be running tonight, and I encountered some of the same problems that you did.

    One of the players had a miserable string of 6- die rolls during a fight with goblins, and as I didn't want to have a TPK in the very first room, I soon found myself running out of ideas for complications that weren't simply dealing more damage. As with zombies, the goblins' special moves involved spawning more monsters.

    In theory, I really like DW. It scratches my dungeon-building itch while doing away with the need for a ton of prep. My favorite things about 4E were reskinning monsters and spawning opponents on the fly, so that aspect of DW is hugely appealing.

    Yet there are things I can't quite wrap my head around yet. (For instance, what do you do on a failed Discern Realities or Spout Lore roll?) More examples would be good, yes, but I could also use some tips about specific situations such as "What do you do if your player cannot roll a 7 to save his life?" The oft-cited DW Guide is great, but it's a bit more general.

    FYI...the game I'm running tonight is vaguely based on B1 "In Search of the Unknown," with a bit of Zork thrown in. There's a room of pools and a maze of twisty, little passages, all alike.

    Please keep posting your DW reports. As someone who is also coming at this from a 4E perspective, I find your reactions helpful.

Leave a Reply

Labels

5th edition (194) dnd next (155) homebrew (110) review (91) Dragon (79) play report (56) eberron (44) playtest (41) wandering monsters (33) character concepts (32) Dungeon (31) legends and lore (30) legend and lore (28) game design (27) a sundered world (26) monsters (26) aberrant (24) dark sun (24) essentials (24) rant (22) DnD Essentials (21) at the mines of madness (20) class acts (20) monster (20) preview (20) blog (19) dragons eye view (19) songs of erui (19) keep on the shadowfell (17) mapping (17) thunderspire labyrinth (17) shadow marches (16) warlock (16) heroes of shadow (15) report (15) excerpt (14) feats (14) gamma world (14) mike mearls (14) the heirs of ruin (14) adventure (13) adventure path (13) DDI (12) ddm (12) tendrils of fate (12) winning races (12) art (11) races (11) clerics (10) arcane power (9) fighters (9) goodman games (9) magic items (9) minis (9) shardpit (9) skills (9) sorcerer (9) wizard (9) Athas (8) design and development (8) dungeon world (8) monk (8) ranger (8) the chaos scar (8) barbarian (7) dnd encounters (7) druid (7) dungeons and dragons (7) forgotten realms (7) monster vault (7) new powers (7) paladin (7) powers (7) rule-of-three (7) silent 7seven (7) the shadows over greyshore (7) themes (7) ampersand (6) beta (6) campaign (6) epiro (6) houserules (6) lair assault (6) map (6) maps (6) novel (6) previews (6) psion (6) revenant (6) rules (6) tiefling (6) update (6) virtual table (6) adventure tools (5) artificer (5) board game (5) character builder (5) classes (5) delve (5) duergar (5) ecology (5) exploits (5) familiars (5) healing (5) heroes of the forgotten kingdoms (5) living spell (5) march of the phantom brigade (5) monte cook (5) mordenkainen's magnificent mansion (5) psionic (5) rogue (5) undead (5) vampire (5) adamantine dragon (4) arcane (4) assassin (4) bard (4) calendar (4) creature incarnations (4) digital games (4) dungeon crawl classics (4) eladrin (4) encounters (4) expedition to castle ravenloft (4) fey (4) fortune cards (4) gamer's library (4) gnome (4) heroes of the feywild (4) heroic tier (4) hexblades (4) into dragon's den (4) maneuvers (4) mythbusting (4) online tools (4) ravenloft (4) rituals (4) shaman (4) star pact (4) starter set (4) theme (4) unearthed arcana (4) Scions of Punjar (3) adventure log (3) angels (3) awesome (3) backgrounds (3) balic (3) bladesinger (3) book of vile darkness (3) bullywugs (3) class (3) critical failures (3) dangerous delves (3) devil (3) divine power (3) dragon age (3) dragons (3) drow (3) dungeon master (3) dungeon tiles (3) eberron player's guide (3) errata (3) excerpts (3) feywild (3) fighter (3) forum (3) game mechanics (3) gencon (3) greyshore (3) infernal pact (3) legion of gold (3) minotaur (3) monster manual 2 (3) multiclass (3) multiclassing (3) neverwinter (3) owlbear (3) paizo (3) pathfinder rpg (3) ph2 (3) ph3 (3) players handbook 2 (3) prerelease (3) primal (3) psionics (3) quori (3) rebuilding (3) roleplaying (3) rust monster (3) summoning (3) terrain features (3) tieflings (3) warforged (3) warlord (3) wizards (3) 3rd Edition (2) 4e (2) 4e conversion (2) Tokens (2) adventure format (2) age of worms (2) anime (2) announcement (2) avenger (2) background (2) bards (2) beholders (2) bloodlines (2) bugbear (2) cairn of the winter king (2) channel divinity (2) character building (2) character sheet (2) class compendium (2) closed beta (2) combat (2) compilation (2) concept art (2) cosmic (2) customization (2) dcc (2) death (2) debut (2) demon (2) demonologist (2) demonomicon (2) deva (2) divine (2) dming (2) domain of dread (2) dragonborn (2) dragonmarks (2) dungeoncraft (2) dwarf (2) edition (2) editorial (2) elemental chaos (2) elf (2) epic destiny (2) episode (2) erui (2) executioner (2) expertise dice (2) exploration (2) famine in far-go (2) far realm (2) free rpg day (2) gith (2) gnoll (2) goblins (2) half-orc (2) halflings (2) hit points (2) human (2) hybrid (2) hybrid classes (2) interview (2) july (2) knight (2) knightfall games (2) know your role (2) kobold quarterly (2) kobolds (2) lizardfolk (2) lycanthrope (2) magic (2) martial (2) mechanics (2) mind flayer (2) modrons (2) monster builder (2) monster design (2) monster manual 3 (2) morale (2) mummy (2) narrative (2) odnd (2) open grave (2) otyugh (2) paladins (2) paragon path (2) pathfinder (2) pixie (2) play by post (2) player's handbook (2) player's handbook 3 (2) players handbook heroes (2) poll (2) power play (2) psionic power (2) psychic (2) race (2) raggamoffyn (2) random (2) red dragon (2) sentinel (2) shaper (2) shardmind (2) skill challenges (2) slayer (2) spells (2) star cult (2) stress test (2) table of contents (2) tendriles of fate (2) the hydra's grave (2) the shadowfell (2) the wayward wyrmling (2) treasure parcels (2) troglodytes (2) updates (2) vampire class (2) weapons (2) web tools (2) wilden (2) wrath of ashardalon (2) 0-level characters (1) 2011 (1) 5th (1) Amethyst (1) Battlemaps (1) Burnt Offerings (1) Deus Ex Machina (1) Dragon 383 (1) Gond (1) Jaroo (1) MAD (1) NPCs (1) Theater (1) Timesus the black star (1) Ultramodern4 (1) Underdark (1) a heros first steps (1) aberration (1) ability score modifiers (1) ability scores (1) abyssal plague (1) acamar (1) accessory (1) action economy (1) advancement (1) adventurer's vault 2 (1) adventuring armies (1) advice (1) aerenal (1) against the giants (1) alchemy (1) alignment (1) analysis (1) ankheg (1) annoucements (1) april (1) april fools (1) arcane heroes (1) arcane heroes 3 (1) arcanist (1) archivist (1) archons (1) ardent (1) arms race (1) asian (1) aspects (1) assassin devil (1) astral sea (1) atari (1) august and beyond (1) avandra (1) baku (1) banderhobb (1) baphomet (1) barovia (1) basilisk (1) bat (1) battle clerics (1) battlemind (1) bazaar of the bizarre (1) beard quills (1) beastmaster (1) beholder collector set (1) belgoi (1) best of the week (1) beyond (1) beyond the crystal cave (1) bladelings (1) blink dog (1) bloody path (1) book of bantorra (1) broken bonds (1) brood mother (1) campaign setting (1) canian compact (1) card game (1) cards (1) carrion crawler (1) castle ravenloft (1) castles and crusades (1) castlevania (1) cavalier (1) celestia (1) celestials (1) centaur (1) chaladin (1) challenges (1) changlings (1) character optimization (1) chimera (1) chris perkins (1) chupacabra (1) church (1) city (1) city of the dead (1) clockwork horrors (1) cold (1) collaborate storytelling (1) combat superiority (1) comic (1) comics (1) comments (1) companion (1) con (1) conjuration (1) conquest of nerath (1) consistency (1) contest (1) controller (1) convention (1) conversion (1) corpse star (1) corruption (1) couatl (1) crosspost (1) cyclops (1) d and d xp (1) daggerdale (1) daggers (1) dagon (1) dark legacy of evard (1) dark sun campaign setting (1) dead by dawn (1) december (1) decisions (1) deck of many things (1) defender (1) deluxe dungeon master's screen (1) delves (1) demogorgron (1) description (1) design goals (1) disciplines (1) displacer beast (1) divine heroes (1) divine heroes 2 (1) dmg2 (1) dnd xp (1) don bassingthwaite (1) donation-ware (1) doppelganger (1) dorsen (1) draconomicon 2 (1) dragonfear (1) dresden files rpg (1) drider (1) dromite (1) dryad (1) dungeon delving (1) dungeon master's kit (1) dungeon survival handbook (1) dwarves (1) dying (1) earth domain (1) easy (1) eberron dragonshards (1) ecology of the hengeyokai (1) edge of the empire (1) edgewood (1) edition wars (1) elan (1) elder red dragon (1) elementals (1) escaped slave (1) ettin (1) event (1) evil campaigns (1) evocations (1) failed perceptions (1) fallout (1) faster combat (1) fate (1) fate points (1) features (1) february (1) feedback (1) fell taints (1) feral ghouls (1) fey beast tamer (1) fey pact (1) feydark (1) fiction (1) fireball (1) flavor (1) flesh golem (1) flgs (1) floating ability score (1) fomorians (1) forgotten realms player's guide (1) format (1) freeplay (1) frogs (1) fun (1) game balance (1) game mechancis (1) game report (1) game transparency (1) gates of neverdeath (1) gehreleth (1) genasi (1) genies (1) genre (1) giants (1) githyanki (1) githzerai (1) gloomwrought (1) gnolls (1) gnomes (1) goblin (1) goblinoid (1) goblinoids (1) god of war (1) going ape (1) golems (1) goliath (1) gorgon (1) grazzt (1) griffin (1) grimlock (1) guardinals (1) guilds and groups (1) halfing (1) halls of undermountain (1) harpy (1) hawkoid (1) headcrab (1) healer (1) healing surges (1) hell hound (1) heroes of legend (1) heroes of spell and sword (1) heroes of the elemental chaos (1) heroes of the fallen lands (1) hidden shrine of tamoachan (1) hierophant druid (1) high-level (1) hippogriff (1) hobgoblin (1) hollyphant (1) hook horror (1) hordeling (1) horizon (1) horse (1) house tharashk (1) howler wasp (1) huxtropy (1) hydra (1) icons (1) illusionist (1) images (1) impressions (1) inner planes (1) insider (1) interaction (1) invoker (1) isle of dread (1) item curses (1) january (1) january and beyond (1) kalashtar (1) kara-tur (1) katallos (1) keep on the borderlands (1) kenku (1) ki-rin (1) kord (1) kuo-toa (1) lammasu (1) leader (1) legendary evils (1) level 3 (1) lich (1) live chat (1) location (1) lords of neverwinter (1) lords of shadow (1) madness at gardmore abbey (1) magazines (1) mage (1) magic and mystery (1) magic circles (1) magic missile (1) making race count (1) mark of nerath (1) martial heroes (1) martial heroes 4 (1) martial power (1) martial power 2 (1) martialist (1) medusa (1) melora (1) metallic dragons (1) mewcon (1) mimic (1) minotaurs (1) mithral dragon (1) modron (1) monadhan (1) monk basics (1) monkey (1) monkey bees (1) monster themes (1) monster tokens (1) monster updates (1) monsterous classes (1) monstrous class (1) monstrous races (1) moon catchers (1) moon dog (1) moonshaes (1) mounted combat (1) mounts (1) moxie (1) mutations (1) nayaraj (1) nentir vale (1) neverwinter campaign setting (1) neverwinter game day (1) new feats (1) news (1) notes (1) november (1) november and beyond (1) npc (1) ogre (1) ogre mage (1) omega tech (1) oozes (1) opinicus (1) orc (1) orcus (1) page 42 (1) panelist (1) paperback (1) pax east (1) pc (1) perception (1) phoenix (1) player's handbook 2 (1) player's handbook races (1) player's strategy guide (1) players handbook 3 (1) plot (1) podcast (1) points of light (1) poster map (1) power cards (1) power sources (1) prayers (1) pregen (1) prestige classes (1) priest (1) primordial (1) prpg (1) ps3 (1) punjar (1) purple worm (1) pyramid of storms (1) pyromancer (1) questions (1) questions and answers (1) racial utilites (1) racial utilities (1) racial variants (1) raise dead (1) rarity (1) rat swarm (1) rebuttal (1) red box (1) reskinning (1) retarded (1) retro (1) return to blingdenstone (1) reward mechanics (1) rewards (1) robert (1) rogues (1) roper (1) rpgnet (1) rune soldier (1) runepriest (1) sacred 2 (1) sahuagin (1) sakuracon (1) samey (1) sandbox (1) satyr (1) scarrport (1) scorching burst (1) scoundrels (1) scout (1) seal of karga kul (1) seeker (1) sell (1) seminar (1) shadar-kai (1) shade (1) shadow (1) shadow magic (1) shapechanger (1) sharn (1) shedu (1) shields (1) shifter (1) side trek (1) six-pack (1) skeleton (1) skirmish game (1) slaad (1) slave barracks (1) slaves (1) solo (1) songblade (1) songbow (1) sooner dead (1) sorcerers (1) specialties (1) speculation (1) spell source (1) sphinx (1) spirit (1) staffs (1) star wars (1) stars (1) stat block (1) stick in the mud (1) stirge (1) strongholds (1) style (1) subclasses (1) summoner (1) supporting cast (1) survey (1) swamp (1) tactical (1) templar (1) temple of the weeping goddess (1) tenmei (1) the broken tower (1) the crawling fane (1) the fantasy cartographic (1) the five deadly shadows (1) the slaying stone (1) the spoony experiment (1) the tainted spiral (1) the twisted hall (1) things I learned (1) third-party material (1) thread (1) three dragon ante (1) tiers (1) tips (1) titan (1) tomb of horrors (1) top 10 (1) trailer (1) traits (1) troll (1) turaglas (1) turn undead (1) tuska (1) tutorial (1) under the crimson sun (1) undermountain (1) vancian magic (1) vestige (1) vestige pact (1) vryloka (1) war of horns (1) warden (1) wardens (1) warlock updates (1) warlocks (1) warpriest (1) weaponmaster (1) wererat (1) werewolf (1) whispering cairn (1) wight (1) wild shape (1) winter court (1) winter wolf (1) wish lists (1) wolf (1) worg (1) world serpent (1) wraith (1) wraith recon (1) yugoloths (1) zarash'ak (1) zombies (1)
 
Points of Light © 2011 DheTemplate.com & Main Blogger. Supported by Makeityourring Diamond Engagement Rings

You can add link or short description here